02-26-2016, 07:58 PM | #41 | |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: How to make magic use friendlier?
Quote:
|
|
02-26-2016, 09:14 PM | #42 | |
Join Date: May 2013
Location: Ellicott City, MD
|
Re: How to make magic use friendlier?
Quote:
|
|
02-26-2016, 10:12 PM | #43 | |
Join Date: Dec 2007
|
Re: How to make magic use friendlier?
Quote:
|
|
02-26-2016, 11:00 PM | #44 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: How to make magic use friendlier?
Cannon is the wrong word but Pyramid is just as official as any published GURPS book. This has been stated by SJG staff multiple times.
However as people say your free to use or not use any rule or idea you want to. That also has been stated by staff multiple times. GURPS is designed with a modular approach, pick the ones you like and discard the rest. Pyramid articles are just smaller modules.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
02-26-2016, 11:25 PM | #45 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Re: How to make magic use friendlier?
Not really. Spell prerequisites are a flavor choice, not a game balance one. Spells' balance comes from their time to cast, cost, duration, resistance, and the like (balance is far from perfect, but the prerequisite chains aren't really there for balance).
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
02-27-2016, 12:39 AM | #46 | |
Join Date: Jan 2006
Location: Central Europe
|
Re: How to make magic use friendlier?
Quote:
Because GURPS has such a long history, there are things which made sense when they were written for a specific context, but are troublesome today now that they have been generalized and other tools are available to solve the original problem. For example, in early 3e the default way to create a power was to define a spell (so ghosts had a bunch of special ghost spells for materializing and scaring people and throwing things around the room). That was simpler than messing about with Advantages, Enhancements, and Limitations but also arbitrary.
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
02-27-2016, 04:41 AM | #47 | |
Join Date: Jul 2007
Location: One Mile Up
|
Re: How to make magic use friendlier?
Quote:
3e Knacks were basically spells-as-powers with a poorly-balanced pricing scheme. Ignore them. |
|
02-27-2016, 06:32 AM | #48 |
Join Date: Aug 2004
Location: Austin, TX
|
Re: How to make magic use friendlier?
No, the Charm/Shortcut to Power perk lets you skip all prerequisites for one spell.
Spell prerequisites are extremely arbitrary: there's no real reason why Flame Armor has 8 prerequisites but Lightning Armor has 12. Glue, Grease, and Great Haste are all candidates for "top tier" fight ending spells, but each has only a single prerequisite (Haste). Ice Slick is arguably a weaker version of Grease but has a higher prerequisite count. The trade-off on the Shortcut to Power perk is that you're spending a point on a perk that could have been spent on a spell, and that spell is valuable in its own right.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
Tags |
energy reserve, very unfit |
|
|